Does Port Ogden have any refuelling or watering places. I was merrily enjoying myself when I ran out of fuel. I looked in the Activity Editor and couldn't find anything there.
Colin
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RE: Port Ogden and Northern 6.1, sniper297, Sep-07-03, 01:11 AM, (1) RE: Port Ogden and Northern 6.1, Colin, Sep-07-03, 02:44 AM, (2) RE: Port Ogden and Northern 6.1, Nibble, Sep-07-03, 11:23 AM, (3) RE: Port Ogden and Northern 6.1, Colin, Sep-11-03, 10:59 PM, (11) RE: Port Ogden and Northern 6.1, CPR_Malice_96th, Sep-07-03, 03:12 PM, (4) RE: Port Ogden and Northern 6.1, sniper297, Sep-07-03, 09:07 PM, (5) RE: Port Ogden and Northern 6.1, NW_611, Sep-07-03, 10:33 PM, (6) RE: Port Ogden and Northern 6.1, sniper297, Sep-08-03, 00:00 AM, (7) RE: Port Ogden and Northern 6.1, NW_611, Sep-08-03, 00:27 AM, (8) RE: Port Ogden and Northern 6.1, sniper297, Sep-08-03, 00:38 AM, (9) RE: Port Ogden and Northern 6.1, NW_611, Sep-08-03, 00:43 AM, (10) RE: Port Ogden and Northern 6.1, sniper297, Sep-12-03, 10:06 PM, (12) Water on Port Ogden, CWA13000, Sep-13-03, 06:00 PM, (13) RE: Water on Port Ogden, sniper297, Sep-14-03, 03:17 PM, (14) RE: Water on Port Ogden, CWA13000, Sep-15-03, 06:20 PM, (17) RE: Port Ogden and Northern 6.1, baldwin, Sep-14-03, 06:34 PM, (15) RE: Port Ogden and Northern 6.1, sniper297, Sep-15-03, 09:24 AM, (16)
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It's an idea, give me a chance to test some other things. Anybody want to try this yourself;1. Go to the \Train Simulator\Routes\Portogden6 folder, find and double click on restuffPO&N6.bat.
When you're going thru "the dead zone" between the signal and the base of the switch, HAL9000 (AI dispatcher) won't detect you as being in the block until the back coupler of the lead loco clears the base of the switch. Another KUJU screwup, nothing can be done about it, but as long as you check that last chance distant signal is still green before proceeding you shouldn't have cornfield meets. If it's red, stop and back up to the double head signal, wait for the AI train to pass.V7 should be a lot less confusing, since I'm using isolation signals to cut off the mainlines from the switching districts, so the only signals you'll see other than the dwarfs will actually mean something.
The last chance distant signal is actually a different object, with a red "D" plate on it, so there's no mistaking it for anything else.
Player only goes thru four signals in all at each junction, using the dwarfs eliminates the need for "spacer" signals on the player tracks between junctions. Any red signal on the player tracks will mean stop in V7.
Some junctions will still be confusing, but if the signal is over your head or to the right of the track you're on, it's your signal.Now back to Colin's thing, For V7 I guess I should stick in refueling thingys.
That's what I currently have at Anderson, an engine servicing area with a coal tower and water column behind the engine shed, and a diesel pump in front of it. Probably be more interesting if the services weren't available everywhere, question is, should they all be grouped together?. Or would it be better to have, for example, water available in 77, and if you want coal you gotta go to either Newcastle or Van den Hoven to get it?